* Completely refactor how job spawning works
* Remove remains of old system.
* Squash the final bug, cleanup.
* Attempt to fix tests
* Adjusts packed's round-start crew roster, re-enables a bunch of old roles.
Also adds the Central Command Official as a proper role.
* pretty up ui
* refactor StationSystem into the correct folder & namespace.
* remove a log, make sure the lobby gets updated if a new map is spontaneously added.
* re-add accidentally removed log
* We do a little logging
* we do a little resolving
* we do a little documenting
* Renamed OverflowJob to FallbackOverflowJob
Allows stations to configure their own roundstart overflow job list.
* narrator: it did not compile
* oops
* support having no overflow jobs
* filescope for consistency
* small fixes
* Bumps a few role counts for Packed, namely engis
* log moment
* E
* Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Update Content.Server/Maps/GameMapPrototype.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* factored job logic, cleanup.
* e
* Address reviews
* Remove the concept of a "default" grid.
It has no future in our new multi-station world
* why was clickable using that in the first place
* fix bad evil bug that almost slipped through
also adds chemist
* rms obsolete things from chemist
* Adds a sanity fallback
* address reviews
* adds ability to set name
* fuck
* cleanup joingame
* Add admin logging, models, migrations
* Add logging damage changes
* Add Log admin flag, LogFilter, Logs admin menu tab, message
Refactor admin logging API
* Change admin log get method names
* Fix the name again
* Minute amount of reorganization
* Reset Postgres db snapshot
* Reset Sqlite db snapshot
* Make AdminLog have a composite primary key of round, id
* Minute cleanup
* Change admin system to do a type check instead of index check
* Make admin logs use C# 10 interpolated string handlers
* Implement UI on its own window
Custom controls
Searching
Add admin log converters
* Implement limits into the query
* Change logs to be put into an OutputPanel instead for text wrapping
* Add log <-> player m2m relationship back
* UI improvements, make text wrap, add separators
* Remove entity prefix from damaged log
* Add explicit m2m model, fix any players filter
* Add debug command to test bulk adding logs
* Admin logs now just kinda go
* Add histogram for database update time
* Make admin log system update run every 5 seconds
* Add a cap to the log queue and a metric for how many times it has been reached
* Add metric for logs sent in a round
* Make cvars out of admin logs queue send delay and cap
* Merge fixes
* Reset some changes
* Add test for adding and getting a single log
* Add tests for bulk adding logs
* Add test for querying logs
* Add CallerArgumentExpression to LogStringHandler methods and test
* Improve UI, fix SQLite, add searching by round
* Add entities to admin logs
* Move distinct after orderby
* Add migrations
* ef core eat my ass
* Add cvar for client logs batch size
* Sort logs from newest to oldest by default
* Merge fixes
* Reorganize tests and add one for date ordering
* Add note to log types to not change their numeric values
* Add impacts to logs, better UI filtering
* Make log add callable from shared for convenience
* Get current round id directly from game ticker
* Revert namespace change for DamageableSystem
* Ghost roles now get new Minds
* Some round start/end button stuff
* Mind tracking for better round end reports
* Make traitor kill objectives use mind CharacterName rather than actual occupied entity ("kill brain" prevention)
* Transition over to EntityUid for mind stuff because that's the only way to do it
* BrainSystem fix for PR rebase
* Convert StomachBehavior to a component/system + rejig body namespaces
* test
* slightly more namespace changes
* remove
* Hello?????
* fuck you github test runner
* reviews
* oobsy!
* ForAll command!
Implements "Bad Query Language", which has a few specifiers you can use for badminning, namely:
named <regex>
prototyped <prototype name>
with <component name>
tagged <tag name>
parented_to <parent entity uid>
For example: forall prototyped MobHuman parented_to 855 do explode $WX $WY 1 1 1 1; addcomp $ID Item
* oops
* fix a silent parsing bug, make parser louder.
* cleanup
* rename shit
* Oops! All Changes In One Commit
* try desperately to fix prediction issues and fail
* oops
* test
* actually fixes prediction issues
* port jittering to status effect
* default merge behavior + alert cooldown stuff
* silly test issue
* zabloing
* address reviews
* GameTicker turned into an EntitySystem
* Turns ClientGameTicker into an EntitySystem, turn NetMessages into events
* Change event names to be more consistent with the rest.
* YAML linter uses the dummy gameticker CVar override.
* Fix game ticker initialization order
* Dummy ticker won't spawn players.
* Fix character creation test